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test_obsta
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Content/Blueprints/BP_Ice_Slip.uasset
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Content/Blueprints/BP_Ice_Slip.uasset
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Content/Blueprints/BP_Water_drop.uasset
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Content/Blueprints/BP_Wind.uasset
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Content/Blueprints/Slippery.uasset
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Content/Blueprints/Slippery.uasset
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Content/ThirdPerson/Blueprints/BP_ThirdPersonCharacterJoel.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/1/33/TKK82D44PKUQ3I6DQX0Y90.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/1/33/TKK82D44PKUQ3I6DQX0Y90.uasset
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Content/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/E/8F/LTNR05I601XM8YRDOU31N6.uasset
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Source/jumpingship/jumpingshipObstacle.cpp
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Source/jumpingship/jumpingshipObstacle.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "jumpingshipObstacle.h"
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// Sets default values
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AjumpingshipObstacle::AjumpingshipObstacle()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AjumpingshipObstacle::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AjumpingshipObstacle::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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Source/jumpingship/jumpingshipObstacle.h
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Source/jumpingship/jumpingshipObstacle.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "jumpingshipObstacle.generated.h"
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UCLASS()
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class JUMPINGSHIP_API AjumpingshipObstacle : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AjumpingshipObstacle();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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